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Refactored bump mapping handling so that it's possible to have bump map without color map.

alteredq 13 lat temu
rodzic
commit
ae7e147f4e

Plik diff jest za duży
+ 88 - 88
build/Three.js


Plik diff jest za duży
+ 59 - 58
build/custom/ThreeWebGL.js


+ 3 - 5
examples/webgl_materials_bumpmap.html

@@ -150,15 +150,13 @@
 
 
 				var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
-				var mapDummy = THREE.ImageUtils.generateDataTexture( 1, 1, new THREE.Color( 0xffffff ) );
 
 				mapHeight.anisotropy = 16;
-
-				mapDummy.repeat.set( 0.998, 0.998 );
-				mapDummy.offset.set( 0.001, 0.001 )
+				mapHeight.repeat.set( 0.998, 0.998 );
+				mapHeight.offset.set( 0.001, 0.001 )
 				mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
 
-				var material = new THREE.MeshPhongMaterial( { ambient: 0x555555, color: 0x555555, specular: 0x333333, shininess: 25, perPixel: true, map: mapDummy, bumpMap: mapHeight, bumpScale: 19, metal: false } );
+				var material = new THREE.MeshPhongMaterial( { ambient: 0x555555, color: 0x555555, specular: 0x333333, shininess: 25, perPixel: true, bumpMap: mapHeight, bumpScale: 19, metal: false } );
 
 				loader = new THREE.JSONLoader( true );
 				document.body.appendChild( loader.statusDomElement );

+ 26 - 1
src/renderers/WebGLRenderer.js

@@ -5000,6 +5000,12 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			uniforms.bumpScale.value = material.bumpScale;
 
+			if ( ! material.map ) {
+
+				uniforms.offsetRepeat.value.set( material.bumpMap.offset.x, material.bumpMap.offset.y, material.bumpMap.repeat.x, material.bumpMap.repeat.y );
+
+			}
+
 		}
 
 		uniforms.envMap.texture = material.envMap;
@@ -5926,6 +5932,8 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			"precision " + _precision + " float;",
 
+			parameters.bumpMap ? "#extension GL_OES_standard_derivatives : enable" : "",
+
 			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
 			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
 			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
@@ -6084,6 +6092,23 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 	};
 
+	function addLineNumbers ( string ) {
+
+		var chunks = string.split( "\n" );
+
+		for ( var i = 0, il = chunks.length; i < il; i ++ ) {
+
+			// Chrome reports shader errors on lines
+			// starting counting from 1
+
+			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
+
+		}
+
+		return chunks.join( "\n" );
+
+	};
+
 	function getShader ( type, string ) {
 
 		var shader;
@@ -6104,7 +6129,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
 
 			console.error( _gl.getShaderInfoLog( shader ) );
-			console.error( string );
+			console.error( addLineNumbers( string ) );
 			return null;
 
 		}

+ 9 - 6
src/renderers/WebGLShaders.js

@@ -166,7 +166,7 @@ THREE.ShaderChunk = {
 
 	map_pars_vertex: [
 
-		"#ifdef USE_MAP",
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP )",
 
 			"varying vec2 vUv;",
 			"uniform vec4 offsetRepeat;",
@@ -177,18 +177,23 @@ THREE.ShaderChunk = {
 
 	map_pars_fragment: [
 
-		"#ifdef USE_MAP",
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP )",
 
 			"varying vec2 vUv;",
+
+		"#endif",
+
+		"#ifdef USE_MAP",
+
 			"uniform sampler2D map;",
 
-		"#endif"
+		"#endif",
 
 	].join("\n"),
 
 	map_vertex: [
 
-		"#ifdef USE_MAP",
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP )",
 
 			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
 
@@ -266,8 +271,6 @@ THREE.ShaderChunk = {
 
 		"#ifdef USE_BUMPMAP",
 
-			"#extension GL_OES_standard_derivatives : enable",
-
 			"uniform sampler2D bumpMap;",
 			"uniform float bumpScale;",
 

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